Hoodia dex l20
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2024.02.20 02:38 SnooCats7584 Help with L20 Arcane Trickster build/high level magic item choices
We're doing a one-shot for my birthday where I requested to bring back a character from an old campaign. I've been DMing for the last few years.
Were we last left off, the character was a L7 lightfoot halfling Arcane Trickster working for a detective agency. This is going to be 20 years later after she has had the chance to collect a bunch of magic items and life/work experience. At the end of the previous campaign her intention was to get some formal training as a wizard, but I haven't decided if that looks like multiclassing or just getting higher level AT spells. If anyone has played AT or AT/Wizard at L20 I could use some advice on optimizing.
I was playing this character mostly as a melee rogue with Booming Blade and a rapier. There is also a barbarian in the party so I would probably stick to melee. I was thinking of adding the following feats after getting to 20 DEX: Mobile, War Caster, Resilient (Con) and ??? if I went straight Rogue. Maybe Telekinetic because the most fun I had was with mage hand shenanigans. So that would leave her with the following stats: 8/20/14/19/12/10 (one item I got previously was the Headband of Intellect.)
I have some TBD magic items to play around with. 1 Artifact, 1 Legendary, 2 Very Rare, 3 Rare, 2 Uncommon. Any suggestions for builds around some would be good. I was leaning toward a Cloak of Invisibility, +3 Rapier, Winged Boots and then some fun utility items. The artifact is stumping me though. I need something that would not turn the character evil.
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2023.11.30 21:42 Average_Soldier Character Art Dump Part 1
2023.10.13 00:27 allolive AllOlive's Martial Artist: link and design discussion for a revised Monk class based on the latest OneDnD proposal
This post is a discussion of why I made the choices I did in
AllOlive's Martial Artist, a revision of the Monk class for OneDnD. (This link takes you to HomeBrewery. I'll refrain from making further changes there, aside from typo corrections or including a link to a neweupdated version.)
Why revise the OneDnD Monk?
It's generally agreed that the Monk was one of the more problematic classes in 5e when it was released in 2014. It has a great class fantasy, and fulfills that fantasy in some important ways, so some players still love it. But the tradeoffs it forces leave its power envelope below par, and the different parts often work against each other rather than together. Furthermore, Stunning Strike eats up too much of the power budget on an all-or-nothing feature that all too often either does nothing at all or effectively ends the encounter too soon.
Updates such as the alternate features in Tasha's helped some, but still left it struggling. Then, in OneDnD, they left Monk until last, and the first draft in
Playtest 6 was badly disappointing. So I'd like to show what's possible.
What's the overall design philosophy?
I'm aiming for an A-B tier class. For the average class, that would probably mean a balance of buffs and nerfs that tilts only very slightly, if at all, towards buffs. But for Monk, that will mean tilting substantially towards buffs, though Stunning Strike in particular still needs to be nerfed overall.
In addition, I'm focusing on the base class here. This should remain playable with subclasses as-is, though some subclasses might benefit from slight adjustments to work better with this base.
What's the class identity of the Monk / Martial Artist?
In my opinion, the Monk is:
- The prototypical unarmored dexterity-based martial melee class.
- A mobile striker; should excel at getting to and disrupting back-line enemy combatants such as squishy spellcasters.
- Probably the most-complex of the martial classes, though it should still be comparable in complexity to many spellcasters.
- Complexity often means tradeoffs and opportunity costs. That's OK for this class, but as much as possible, these should remain balanced. That is, optimized choices, by definition, will always offer more power than unoptimized ones, but the differential should be as small as possible, and this class should be able to fit in at both optimized and un-optimized tables.
- A class that includes out-of-combat utility through mystical (or psionic?) discipline that rides the line between the mundane and the magical.
- A class that balances physical and mental attributes; suitable for being MAD.
- As above, that does mean there are tradeoffs involved, but those should remain balanced, for both optimized and un-optimized characters.
- A class that hearkens back to martial arts movies, but that should nevertheless avoid excessively-orientalist tropes. "Crouching Tiger, Hidden Dragon" is a great movie, but a bad source of feature names for this class.
What's wrong with the Playtest 6 version?
Various things:
- Too squishy
- It's a melee-focused martial class with d8 hit dice and not-so-great AC. And compared to the Rogue (the only other d8 non-caster class), it's more MAD and has fewer ASIs, so it will probably have lower CON.
- Defensive features don't make up for that. Patient Defense has a high opportunity cost in action economy and ki; Deflect Missiles, Slow Fall, Self-Restoration, and Deflect Energy are all quite situational; Evasion is just table stakes; and Disciplined Survivor (aka Diamond Soul) comes online too late to matter at most tables.
- Sub-par damage output, especially in tier III-IV
- Stunning Strike is still too all-or-nothing, which makes it oscillate between too strong and too weak. Probably needs a nerf overall.
- Mostly lacks out-of-combat utility
- Just punishingly janky in how it interacts with weapon mastery and feats
- Lacks "Cool Factor" at higher levels
- Some specific features need balance tweaks
What did I change, and why?
Here's the list of changes from my version, with an explanation for each:
Available Skill Proficiencies include Medicine and Perception.
These seem like skills that fit the class, and I don't understand why they were left out.
Physical Focus is a level-one option for Strength/Dex instead of Dex/Wis Martial Artists.
Stronks!
Weapon Mastery can be applied to your martial arts attacks, with a (per-day) choice of Push, Sap, Slow, or Vex (or from L7, Cleave, Graze, or Topple).
This is a common suggestion for fixing the OneDnD Monk.
Martial Arts includes Martial Artist weapons...
This meets the prerequisite for several martial feats you might reasonably want
...allows using Dex for all unarmed strike options,...
You should be able to shove and grapple with Dex. You're a martial artist!
...and adds the Strike Opening reaction.
Here's what I'm talking about:
Strike Opening: You can use your reaction to make an attack of opportunity against a creature you can see within 5 feet that:
- Attacks a creature aside from you.
- Casts a spell with verbal or somatic components.
You attack before the triggering action completes, so if you disable the target, you stop the triggering action. (Note that by default attacks of opportunity must be melee attacks, and cannot be made against a creature that has used Disengage this turn.)
...
This is both the "teaser" for a reaction-centric playstyle that I think jibes well with how fights go in my favorite martial arts movies (think Jackie Chan), as well as being an encouragement to work as a striker against enemy mages and/or as a team player with other melee characters. It's also a slight bump to average, but not to maximum, DPR.
Unarmored Defense AC is increased by +1.
This is a small change, but helps you keep up defensively before the defensive reactions at level 3.
Dedicated Weapon (L2) is added.
Restoring a quality-of-life feature from Tasha's.
Martial Focus has several changes:
* Changed name (Focus, not Discipline or Ki)
"Discipline" has too many syllables; "Ki" is too orientalist.
* Includes Focused Breathing, a focus-recovery option that replaces Heightened Metabolism.
This costs hit dice and uses your bonus action, but helps relieve the scarcity of ki, especially in Tier I.
* Flurry of Blows does not require first taking the Attack action.
I think that some of the reason for the "must attack first" condition on both BA attack options, is that before Extra Attack, it's better to (dodge then flurry) than to (attack then patient defense). This would lead to a strange change in playstyle when Extra Attack appears. But I think the solution for this is to buff Patient Defense, not to nerf Flurry of Blows and Martial Arts attack.
* Patient Defense and Step of the Wind both grant an extra reaction this round. Step of the Wind allows you to forego Disengage (to deliberately draw attacks).
Additional fodder for a reaction-heavy playstyle.
Combat Reflexes (L3) is a broader version of Deflect Missiles, which adds reactions to defend against melee attacks and saving throws. (This replaces the second half of Diamond Soul/Disciplined Survivor)
Here's the most important change: defensive buffs that are active and (IMO) fun, not just passive and boring. In particular, Dodge Away is tuned so that it starts out weaker than Uncanny Dodge (because it shows up earlier); scales to about comparable at levels when both exist; then keeps scaling to be stronger at high levels, because you're more of a melee combatant than a Rogue.
Note that you have many choices for your reaction(s), which leads to tactical play — just like the vanilla Monk with their Bonus Action. The "action economy class"!
Balanced Training (L4/8/10/12/16/19) lets you increase a weaker ability score whenever you get an ASI.
This makes a MAD class viable, without pushing the power envelope for optimized characters by too much.
Disciplines (L4/6/9/13/17) give you a menu of (mostly non-combat) features, like a Warlock's invocations. These replace Slow Fall, Acrobatic Movement, Perfect Discipline, Superior Defense, and Defy Death.
Flexibility. Monk players can handle the same complexity that spellcasters can. But since these aren't combat-focused (until the very highest levels), they don't break combat balance.
Flexible Strikes lets you change unarmed damage type.
Minor thing, replacing Ki-Fueled Strikes with something that should work with how resistances/vulnerabilities work on updated monsters.
Strike Techniques (L5/7/11/15/18) give you special attacks using focus points. These replace Stunning Strike with options that are more varied and less all-or-nothing.
Explained right there.
Improved Combat Reflexes (L8) upgrade your reactions.
These make the reactions from Combat Reflexes encourage team play even more. They also add a bit of complexity that would have been too much at level 3, but that fits fine at this level.
Self-Restoration is moved to L9, and replaces not needing food (available from a Discipline) with resistance to poison damage.
Minor change.
You get an extra Ability Score Improvement (L10).
Needed for a MAD, martial class.
You get a third Extra Attack (L11).
Simple fix to keep up in damage in tier III/IV.
Flexible Discipline (L20) lets you sample all options.
A capstone that's actually fun.
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2023.07.03 21:52 FormerManyThings Help/thoughts on a sprite intimidate build
Hey, folks. This is an idea that I’ve been tinkering with for a while, and I’m curious what the community thinks. Is this viable, am I missing anything obvious, that sort of thing. Committed to ancestry and class, but archetypes, feats, items are up for discussion.
I played a wonderfully fun Intimidation sprite a while back, which planted the idea of how would Dread Striker (foe is flat-footed to you if Frightened) and Antagonize (Frightened can’t drop below 1 unless foe attacks you) would interact. But, it occurred to me, the best synergy would be for foes to not be able to reach you to attack. So, either ranged or flight. Or, hey, why not both?
L1
- Sprite (Luminous; tiny, but not going to be in melee, so won’t need to be in same square)
- Rogue (Thief, Dex to damage)
- any Background that gives Dex (suggestions? Initial idea was Magical Misfit for Trick Magic Item; *lots* of good, low-level spells can be put on wands)
- Evanescent Wings (the long road to real flight)
- Battle Medicine (won’t be a great healer, but worth taking)
- Trap Finder
- Starting Stas: STR 8, CON 14, WIS 10, DEX 18, INT 14, CHA 14
- General Skills: Max out Intimidate and Thievery; Follow with Medicine, Crafting and Acrobatics
L2
- You’re Next
- Swashbuckler Dedication (Braggart; start to mitigate speed penalty)
- Slippery Prey (Grab at Reach is going to be the bane of his existence)
L3
- Fleet
- Intimidating Glare
- Item: +1 Returning Throwing Dagger (my original concept, but does another Agile thrown weapon work better here?)
L4: When the build “comes online,” which is surprising early for niche builds like this
- Dread Striker
- Basic Flair >> Antagonize
- Ward Medic
L5
- Fey Disguise (Nothing is great here)
- Continual Recovery
- Stats: CON, DEX, INT, CHA
L6
- Far Throw (halves range penalties, but would it be better to extend range by 10 feet? Curious about the math on this...)
- Advanced Flair >> Charmed Life (don’t want to get into too many Reactions that could limit You’re Next, but this one is nice)
- Terrifying Resistance
L7
- Shield Block (wait for it...)
- Battle Cry (Intimidate as Initiative)
L8
- Bullseye (mitigate some Cover)
- Bastion Dedication >> Reactive Shield
- Terrified Retreat (Go away. Then come back, so I can throw more knives at you)
L9
- Energize Wings (flight, a minute at a time)
- Paragon Battle Medicine
L10
- Precise Debilitations
- Quick Shield Block (grants another reaction)
- Quick Unlock (nothing obvious here)
- Item: Sturdy Shield (Moderate)
L11
- Incredible Scout
- Quick Repair (at which point, this also becomes a full-on shield build)
L12
- Critical Debilitation
- Mirror Shield
- Too Angry to Die
L13
- Fey Skin
- Risky Surgery (nothing “important here.” Best options?)
L14
- Instant Opening
- Shield Salvation
- Inventor
L15
- Incredible Initiative
- Scare to Death (heh...)
- STATS at L15: STR 10, CON 18, WIS 12, DEX 21, INT 18, CHA 19
L16
- Defensive Roll
- Swashbuckler’s Speed (with Fleet and Panache, this *should* be 45 feet/round while flying. Fleet isn’t a status bonus, so they should stack)
- Aerobatic Mastery
L17
- Hero’s Wings (all the flight)
- Legendary Medic
L18
- Dispelling Strike
- Destructive Block
- Advanced First Aid
L19
- True Perception
- Craft Anything
L20
- Enduring Debilitation
- Advanced Flair: Dazzling Display
- Planar Survival
So, a lot to process, but I’m curious what y’all think of (a.) the general viability of the build, in dealing and avoiding damage, debugging through Frightened and debilitations; and effectiveness outside of combat; (b.) the feel of the build (personally, I think the whole thing is hysterical); (c.) any items or other feats that would really pop with this build.
Thanks for your time and your input.
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FormerManyThings to
Pathfinder2e [link] [comments]
2023.06.08 21:33 Trummler12 Axew SEARCH STRINGS (IV%, PvP and Trash Strings) + Raid & PvP Breakdown
Welcome to this 'traditionally' recurring post sharing some Search Strings for the upcoming Community Day!
Table of Contents
•
Very Short Breakdown –––––––––––––––––––––––––––––––––––––
• IV% Search Strings + GENERAL IV% Search Strings • RAID Breakdown ––––––––––––––––––––––––––––––––––––– • PvP Breakdown •
PvP Search Strings + GENERAL PvP Candidates Search String • Combine 2 Trash Strings ––––––––––––––––––––––––––––––––––––– • Disclaimer, Shoutouts and other stuff
How to Save Search Strings: silph.gg/how-to-use-pokemon-go-search-strings
VERY Short Breakdown for Haxorus:
–
VERY strong in Raids! –
Good in GL, great in ML, considerable in UL but useless in LL ~ Prevolutions aren't of any use
IV% Search Strings
(Note: you can always modify them for whatever you're looking for; Default Settings are according to my personal preferences and what I consider "optimal" based on experience;
Raid DPS Priorities: Attack >>> Stamina > Defense [Def is close to irrelevant])
TRASH STRINGS (Very useful for quickly mass-transferring surely bad-IV Axew): => Open «Advanced:» =>
Trash String: ✅
GENERAL IV% Search Strings (utilising Attribute Appraisals):
Misc. Search Strings Project => General “Hard” IV Filters NOTES: – For
Casuals, I recommend to save the
5th or 6th Set of Strings ("
≥96% (…)"). – For
Dedicated Trainers, I recommend to save the
3rd Set of Strings ("
≥98/96% (saving 15Atk)"). – For
Mass transferring Pokémon, maybe consider grabbing a
Trash String from 1 or 2 set(s)
below the Positive String you're interested in. But that depends on personal preferences (plus, there's nothing to do about the Gap between "≥96%" and "≥82%" due to limitations) – For Events where
only one Pokémon is featured, I
recommend using PvPIVs Raid/Hatch Search Strings instead (see above) since they're significantly more specific
RAID Breakdown
(
Including Shadow Pokémon)
Breaking Swipe is a
pretty strong Dragon Type Move and manages to raise Haxorus' DPS by about 2 Percent Points (acc. to Poke Genie) in Raid and Gym Fights. Haxorus is a
DPS BEAST; Against
Palkia, it ranks 7th, 4th without Shadows and
2nd when also excluding Mega Evolutions, standing
pretty closely behind Rayquaza, even
beating Salamence by quite a bit!
=> I highly recommend even aiming for a
full Team of 6!
PvP Breakdown
Breaking Swipe is also highly recommended to aim for in PvP as well. Haxorus is a
good candidate for Great, great in the Master League and also
considerable in some Ultra League Cups.
Overall
PvP Ranks of +
Haxorus (based on
PvPoke.com "610,611,612"): - Master League: #34 or #
13 (with or without Legendaries) - Ultra League: #106 / #308 (Fraxure) - Great League: #
53 / #239 (Fraxure) / #819 (Axew) - Little League: #660 / #364 (Fraxure) / #737 (Axew)
Dragon Type Specific
PvP Ranks of
Haxorus (based on
PvPoke.com "Dragon"): - Master League: #11 or #
3 (with or without Legendaries) - Ultra League: #8 / (…) - Great League: #
4 / (…) - Little League: (too low)
Please Note: For Rankings, PvPoke is currently considering a total of
848 Pokémon
in GL,
621 in UL,
519 in ML and 1148 for LL. Everything below Ranks 424/310/259/574 is below 50% and
far from being somewhat relevant.
PvP Search Strings:
TRASH STRINGS (Very useful for quickly mass-transferring surely bad-PvP-IV Axew): => Open «Advanced:» =>
Trash String: ✅ ⚠️ As long as you don't enter some ML Ranks (10~25), you may also "Trash"
High IV% Pokémon; Please always check for and save Good IV ones first before using a PvP Trash String OR combine two different Trash Strings (see below) to save either
GENERAL PvP Candidates Search String:
Misc. Search Strings Project => PvP Candidates Allround String NOTES: – This monster of a String takes care of (almost) every IV Combination that may reach mid to lower 2-digit PvP IV Ranks with quite a
high number of False Positives while also avoiding Pokémon that are said to have a high «
Lucky Trade Priority» – Even though this String is already pretty solid with
about 85~90% True Negatives; For events that only feature one single Pokémon, it's highly
recommended to instead use Pokémon-specific PvP IV Search Strings as shared ^above
Combine 2+ Trash Strings
To combine your IV% Trash String with your PvPIVs Trash String, all you need to do is to
put an «&» in between. This works because you want to get all Pokémon that are both [not high in IV%] AND [not good PvP Candidates]. Note: This doesn't work for the Positive Strings (Atk can't be low and high at the same time)
Please also consider
adding some more filters to your Trash String(s) covering some other Characteristics you may want to keep (for collections, for Trading or whatever); Examples:
Save xxs, xxl, Shiny, 0%: &!xxl&!xxs&!Shiny&1-attack,1-defense,1-hp
Save all Axew that may be Level x or higher:
Keep all Level & above: | English | German |
30 | &!3*,cp-1109,hp-98&!2*,cp-1068&!1*,cp-1035&!0*,cp-947 | &!3*,wp-1109,kp-98&!2*,wp-1068&!1*,wp-1035&!0*,wp-947 |
29 | &!3*,cp-1072,hp-97&!2*,cp-1032&!1*,cp-1000&!0*,cp-915 | &!3*,wp-1072,kp-97&!2*,wp-1032&!1*,wp-1000&!0*,wp-915 |
28 | &!3*,cp-1035,hp-95&!2*,cp-996&!1*,cp-966&!0*,cp-884 | &!3*,wp-1035,kp-95&!2*,wp-996&!1*,wp-966&!0*,wp-884 |
27 | &!3*,cp-998,hp-93&!2*,cp-961&!1*,cp-931&!0*,cp-852 | &!3*,wp-998,kp-93&!2*,wp-961&!1*,wp-931&!0*,wp-852 |
26 | &!3*,cp-961,hp-91&!2*,cp-925&!1*,cp-897&!0*,cp-820 | &!3*,wp-961,kp-91&!2*,wp-925&!1*,wp-897&!0*,wp-820 |
25 | &!3*,cp-924,hp-90&!2*,cp-890&!1*,cp-862&!0*,cp-789 | &!3*,wp-924,kp-90&!2*,wp-890&!1*,wp-862&!0*,wp-789 |
24 | &!3*,cp-887,hp-88&!2*,cp-854&!1*,cp-828&!0*,cp-757 | &!3*,wp-887,kp-88&!2*,wp-854&!1*,wp-828&!0*,wp-757 |
23 | &!3*,cp-850,hp-86&!2*,cp-818&!1*,cp-793&!0*,cp-726 | &!3*,wp-850,kp-86&!2*,wp-818&!1*,wp-793&!0*,wp-726 |
22 | &!3*,cp-813,hp-84&!2*,cp-783&!1*,cp-759&!0*,cp-694 | &!3*,wp-813,kp-84&!2*,wp-783&!1*,wp-759&!0*,wp-694 |
21 | &!3*,cp-776,hp-82&!2*,cp-747&!1*,cp-724&!0*,cp-662 | &!3*,wp-776,kp-82&!2*,wp-747&!1*,wp-724&!0*,wp-662 |
20 | &!3*,cp-739,hp-80&!2*,cp-711&!1*,cp-689&!0*,cp-631 | &!3*,wp-739,kp-80&!2*,wp-711&!1*,wp-689&!0*,wp-631 |
[Translate Search Strings:
https://leidwesen.github.io/PhraseTranslator/]
What
I will use in a addition to my other Trash Strings: &!xxl&!xxs&!Schillernd&1-Angriffs-wert,1-verteidigungs-wert,1-kp&wp43-&!3*,wp-1035,kp-95&!2*,kp-996&!1*,kp-966&!0*,kp-884 (Saving xxs, xxl, Shiny, 0%, cp42 or below [for a collection], Level 28 and above [for Trading; Would like to even keep down to L25 or even L20 but only 250 Empty Spaces don't allow it 😵💫])
Disclaimer:
Please let's not hate each other just because some Trainers follow a different style of playing. Everyone shall play the way they prefer, as long as they don't violate the guidelines or break other common rules <3!<
Also, please check out our
Misc. Search Strings Project, where we're trying to
collect all kinds of Search Strings, no matter whether they're useful in some way or just "Fun to See"!
>
PvP IVs Discord Server – For communication and Feedback regarding
PvPIVs.com; Also the host for several
Search-Strings-related Projects of mine (see Paragraph right ^above)
Recommendation for building custom strings:
pogostring I'm using this page frequently to manage various Strings, be it for 'missing Luckies for the Lucky Dex' of me and my friends as well as some other stuff such as 'Pokémon missing in my Pokémon Home dex' and more
>
pogostring Discord Server And please don't forget to share this post with your local community ^^
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Trummler12 to
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2023.06.05 20:46 Brightboar Bad Touch Oracle of Time (Dhampir) (Inq1/OraX)
Æthelred, The Eveready
Male Kaleshi Svetocher Dhampir
Inq 1- Ravener HunteSacred Slayer (Unarmed Strike, Lunar- Prophetic Armor)
Ora 19- Dual Cursed Oracle of Time (Covetous/Vampirism)
Attributes (4d6, drop lowest- As rolled = 35pt buy)
Str 16 (14+2)
Dex 14
Con 15 (17-2)
Int 10
Wis 9
Cha 19 (17+2)
Alternate Racial Traits Moroi-Born
Heir to Undying Nobility
Background Traits Armor Expert
Focused mind
Hermean Paragon (Paragon of Speed. I get sick of taking reactionary.)
Power Hungry (Drawback)
Feats(Armor Prof Light/Med, Shield Prof, Improved Unarmed Strike, Weapon Proficiency- Simple/etc)
- Noble Scion of War (Karthis) L1
- Extra Revelation (Misfortune) L3
- Combat Casting L5
- Runic Charge L7
- Divine Interference L9
- Extra Revelation (Speed or Slow Time) L11
- Persistent Spell L13
- Piercing Spell L15
- ? L17
- ? L19
Revelations - Prophetic Armor (Ravener Hunter) L1
- Temporal Celerity L2
- Misfortune (Extra Revelation) L3
- Erase from Time L4
- Time Flicker L6
- Time Hop L8
- Speed Or Slow Time (Extra Revelation) L11
- Time Sight L12
- Aging Touch L14
- Fortune L16
- Rewind Time L20
Noteworthy Contemplations/Substitutions Power attack
Step Up
Deceitful -> Feign Curse
Bouncing Spell
Lunge
Divine Dignity -> Perfect Casting (Req. Abadar)
Focused Mind Magical Knack(trait)-> Deific Obedience (Nethys?)-> Evangelist PrC-> Diverse Obedience
submitted by
Brightboar to
Pathfinder_RPG [link] [comments]
2023.05.21 04:47 Sandslice [WR Auto-builds] Shifters, Lich Skeleton, and Aivu
So we're going into a bit of unknown territory for me: as someone who has never played a druid, the
Shifter is something of an enigma. You're basically a druid, except you have no spells and instead focus purely on fighting in Wild Shape. So does that make you like a furry monk instead?
Well, actually yes. Claws will scale up in power and eventually gain material-piercing properties - and you can apply scaled-up Claw damage to your natural attacks in Wild Shape. You also get Wisdom to AC, and a full BAB.
Your class choices are extremely straightforward, as well: you eventually choose five animals to be your Aspects. These have minor forms that will buff you, and a major form that is used with Wild Shape.
We're also going to be looking at a couple of the Mythic Path allies - the Lich's pet skeleton (which Aengi gets when auto-levelling as Lich) and the havoc dragon Aivu (which Taolynn gets when auto-levelling as Azata.) As usual, these are determined from DLC1; the skelebro can't normally be auto-levelled due to Mythic Path being manual-only in other game modes.
Shifter
Overview: A... furry monk? I guess?
- Stats: Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10. Floating racial and level-ups to Str.
- Racial options: Aasimar - angel; tiefling - qlippoth.
- Background: Street urchin
- Skills: Athletics, nature, perception, (human: mobility)
- Feats: Weapon focus claw, power attack, weapon focus bite, shifter's rush, toughness, improved crit claw, raking claw, critical focus, staggering critical, tiring critical. L19 human unassigned.
- Aspects: Tiger, bear, wolf, mammoth, boar.
Even in DLC4, the auto-leveller is still dropping feats. In any case, shifter's rush allows you to use your forms as a Free Action if you move at least 10' before changing.
Ulbrig
Overview: His unique Griffon Heart archetype trades versatility for focused power.
- Str: Str 16, Dex 14, Con 14, Int 11, Wis 14, Cha 9. Floating racial to Dex; level-ups to Str.
- Background: Hermit
- Skills: Athletics, mobility, nature, perception
- Feats: Claw unless noted. Power attack, weapon focus, weapon focus bite, raking claw, improved crit, GWF, critical focus, shifter multiattack, staggering crit, toughness, tiring crit.
- Archetype bonus feats: Specialization, specialization bite, greater specialization.
Mythic: - Abilities: Master shapeshifter, last stand, leading strike, unrelenting assault, rupture restraints. - Feats: Power attack, weapon specialization, weapon focus, improved crit, toughness.
Like the class itself, Ulbrig keeps it simple here.
Aivu
Overview: Healer dragon, here to help and look cute.
- Stats: Str 21, Dex 16, Con 17, Int 16, Wis 15, Cha 26. Level 35.
- Skills: Arcane, perception, persuasion, UMD.
- Level 1 bonus feats: Improved initiative, improved crit claw, lightning reflexes, power attack, weapon focus bite.
- Feats: Weapon focus claw, improved critical bite, medium armour, improved lightning reflexes, MM quicken, critical focus, tiring crit, heavy armour, hammer the gap, blind-fighting.
Spells (L20 Havoc Dragons is a Cha-based spontaneous caster, with spells up to 8. Like a cleric or oracle, she has all of the Cure spells):
- L1: Divine favour, remove fear, remove sickness
- L2: Aid, remove paralysis
- L3: Prayer, remove blindness, remove curse
- L4: Death ward, freedom of movement, restoration
- L5: Break enchantment, serenity, spell resistance
- L6: Chains of light, greater dispel, heal
- L7: Greater restoration, resurrection, waves of ecstasy
- L8: Euphoric tranquility, holy aura, rift of ruin.
Aivu's "class" character sheet is a mess, but it was possible to reconstruct it using her feat list in Abilities tab. She doesn't appear to be missing any feats.
As you can see, most of her spells are of the buff and heal variety, leaving her to mainly use breath and melee attacks in combat - or to be ridden by her Azata friend for extra mobility.
Bones McSkellington
Overview: A DPS martial with a bit of magic.
- Stats: Str 18, Dex 18, Con N/A, Int 10+5, Wis 10, Cha 14. No floating racial. Level-ups to Dex. Int is boosted by Magus I.
- Background: None.
- First upgrade: Fighter. Light blades, weapon focus (unable to determine what weapon; but not scimitar, longsword, kukri, or dagger.) Bonus feat appears to be blind-fight, based on improved blind-fight being taken.
- Second upgrade: Barbarian. Lethal stance, deadly accuracy.
- Third upgrade: Magus.
- Feats: Toughness, TWF, power attack, double slice, combat reflexes, hammer the gap, ITWF, GTWF, critical focus, improved blind-fight, sickening crit.
Magus feels a bit strange in this build, which is otherwise strongly focused on dual wielding; generally, the magus wants an open off-hand, not the kukri +3 that's issued for him in DLC1. As such, it's best to think of his spells as utility and distance-closing options, rather than trying to Spell Combat with him like a conventional magus.
Abjure thyself to the index
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2023.05.18 21:08 Onslaught_Dom Crusader Build for Staunton Vhane (Respec'd)
Hello,
I'm
tailoring my Grave Guard to suit my needs as a Lich Powerhouse, which means poor Staunton needs a respec, and
while I can't fix his appearance let's discuss a build for him:
-
Role: Support Buffs, Mounted DPS -
Race: Dwarf (basic), no changes -
Background: None, no changes -
Class: Crusader (very fitting!) -
Stats: Str (14 -> 17), Dex (18 -> 14), Con (10 -> 9), Int (7 -> 7), Wis (12 -> 14), Cha (12 -> 12), changed so he can perform a bit better in his role -
Skill: Lore (Religion), cause he must be good at something -
Deity: Baphomet for Animal Domain & Glaive Proficiency
Obs: Let's say in his final days he wasn't a a follower of Torag; also I don't want to change his look & feel too much so I keep the Glaive Feats L1 - Power Attack, [Crusader] Armor Proficiency (Heavy) L3 - Cleave L5 - Boon Companion, [Crusader] Weapon Focus (Glaive) L7 - Outflank L9 - Combat Reflexes L10 - [Crusader] Improved Critical (Glaive) L11 - Dazzling DisplayL13 - Shatter Defenses (synergizes well with fear-aura Lich)L15 - Cleaving Finish, [Crusader] Weapon Specialization (Glaive)L17 - Greater Weapon Focus (Glaive)L19 - Blind FightL20 - [Crusader] Greater Weapon Specialization (Glaive)
MythicM1 - Abundant CastingM2 - Imp Abundant CastingM3 - Greater Abundant CastingM4 - Enduring SpellsM5 - Greater Enduring SpellsM6 - Mythical BeastM7 - Mythic Power AttackM8 - Ever ReadyM9 - Mythic Imp Critical (Glaive)M10 - Mythic Weapon Specialization
Any insights?
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2023.02.10 13:35 RedGriffyn Alchemist and Martial Use of Thrower's Bandolier - Some Math
There has been some recent discussion about whether the new Thrower's Bandolier in the Treasure Vault will apply runes to bombs. What isn't really being discussed is whether or not this will unbalance the game if we allow alchemists or other martials with a archetype that provides access to utilize this equipment. I wanted to provide some baseline DPR for single strikes at 0 MAP for comparison purposes. This way GMs can decide if they're willing to let this bandolier provide fundamental/property runes to folks.
Base Assumptions: - Its assumed the thrower's bandolier striking runes will only double the base bomb damage dice (i.e., 1D8 for Alchemist Fire, 1D6 for Lighting Bottle). This excludes any persistent or splash damage values inherent to bombs on the basis they probably should be considered akin to typical weapon dice.
- Splash damage is increased only by going up a bomb category (i.e., lesser to moderate), getting calculated splash/boosting INT, or getting expanded splash and boosting INT.
- Persistent damage was ignored in all cases except for the Alchemist throwing sticky bombs. In this case from L8 onward the persistent damage is assumed to go 2 rounds.
- Realistically, it isn't until L10 (~L8 with a familiar) that non-alchemist builds can even fill up their bandoliers without buying bombs. This is likely what you'll need to do for < L10 which would drop DPR slightly vs. what is shown assuming you're buying lesser bombs to save gold.
- The alchemist build is consuming quicksilver via the new collar for all combats as a free action and using their apex item in for DEX to maximize hitting.
- Many martials have some ways to boost ranged accuracy that aren't accounted for (parting shot, Pistol Twirl, etc.).
- This is single target damage only. Splash is included in the damage, but damage will be increased for more enemies. The alchemist will have the most splash damage and range due to class features, INT going from 18-22 (no apex item) and having access to the highest level bombs at L17. Other martials only take INT to 18.
- Everyone picks up a way to draw/strike from the bandolier via quick bomber or quick draw (typically around L2-L4).
- All non-gunslingers need to be maintaining two sets of weapon runes. The bandolier won't hold non throwing weapons (i.e., guns, bows, or finesse weapons). There is only 1 finesse throwing weapon of light bulk that could go into the bandolier, but it doesn't work because the next time you draw a weapon from it it removes the runes from the last thrown weapon.
- Everyone is a duskwalker and gets spirit strikes at L9 (just drop the lines all by a tiny amount if you don't like that).
- I added 3 lines for a fighter with a 1D12 Greatsword, a fighter with a horngali hornbow, and a gunslinger with an arquebus to compare the value of having bombs vs. a limitless attack option.
- All bombs are 1D8. A lot of the better debuff bombs are 1D6 so DPR vs. single target DPR in the baselines in 11.) are likely going to be lower.
- The bandolier is primarily enabling property runes for DPR increases which are not available when using quick alchemy/additives.
- I'm not a super alchemist optimizer, so I could have left some DPR on the table due to lack of knowledge. Let me know if there is something I can improve!
Damage Chart(s): https://imgur.com/lnyIgvs https://imgur.com/6Zf4ZQO - Relative damage as compared to the standard alchemist who is using advanced alchemy for sticky bombs and not the bandolier (lines above are more DPR, lines below are less)
Takeaways: - The bomber alchemist has a lot more support for not hitting allies with splash and is typically always splashing larger areas. This limits the utility of bombs for non-alchemists after round 1 of combat and probably relegates it to a back-up option or combat opener due to 'reliability'.
- Most martials have better strikes options for single target damage than using the bomb. This limits utility of bombs for martials to times where they can get AOE off without hitting allies or for triggering weaknesses.
- Maintaining two weapon rune sets is expensive. ABP would alleviate most of this issue by still allowing property runes on bombs with the bandolier. But likely, this drops non-alchemist DPR from what is shown in the chart (you can probably assume a 1 level delay by shifting all values to the left by 1).
- Quick Alchemy with sticky bombs is better at all levels (assuming 2 rounds of persistent damage). But the bandolier allows the alchemist to extend their daily resources by having mass production bandolier bombs in addition to the more interesting "I need a good class DC or Additive" bombs from quick alchemy.
- The gunslinger's bomb is on par or behind the alchemist for most levels with respect to single target DPR.
- The fighter is ahead of the alchemist, but honestly you have to jump through SO many hoops (see build below) that its likely relegated to a high level one shot build or matching the gunslinger progression if they pick another primary weapon.
- The barbarian is ahead at all levels because getting to add you're rage bonus to throwing weapons is shockingly good. A DEX barbarian with a finesse melee weapon (e.g., aldori sword with proficiency from unconventional weaponry) could re-ignite some long lost urban barbarian feelings from PF1E.
- There are likely to be similair options for other classes that use the barbarian feat progression but that add baseline damage (e.g., precision ranger) that could achieve something similar. However, it really doesn't come online until L4-L6 once you have quickdraw or quickbomber and only takes off significantly at L13 when martials get their proficiency boost and alchemists get nothing. Thus until L13+ I don't think there is much of an issue and probably at those higher levels there are better feats for martials to use from their class.
- Since the martials are spending all of their infused reagents to make bombs and are limited to producing 2 per level, this hardly becomes an all day every combat 2-3 bombs kind of situation. Even when the bandolier is maxed out, it only holds 20 bombs. Whereas a bomber alchemist gets way more infused reagents, can produce more bombs per reagent spent, and has tons of in class support for elixirs/other alchemical items to add versatility through support/debuff/utility options.
Overall: I don't think it is OP to let this thing work the way people want it to. Dealing with friendly fire splash damage, spending most of your feats on bomb related feats, paying for two weapon rune sets, having to prefab vs. quick alchemy (might not have the right bomb), spending all the infused reagents on bombs (instead of other alchemical items), and losing single target DPR vs you're normal attack are all pretty fair tradeoffs to mostly keep pace with alchemist bombers who don't suffer these issues. It is not OP to let your bomber alchemist use it this way and actually would really help them extend their infused reagents to go longer in the day or prepare more versatile items for party support/healing/enemy debuffs.
Builds: Build 1 - Gunslinger MC Demolitionist - L1 - Gunslinger - Munitions Crafter (L1 bombs)
- L2 - Demolitionist - Dedication (for calculated splash/expanded splash)
- L4 - Gunslinger - Quickdraw (to pull and throw bombs as 1 action)
- L6 - Demolitionist - Calculated Splash (swap splash for int modifier - assume 14 at L1 scaling to 18 by L10)
- L8 - Gunslinger - Munitions Machinist (for L-3 bombs, moderate at L8, Greater at L14, and Major at L20)
- L12 - Demolitionist - Expanded Splash (adds int mod to splash damage instead of replacing it)
Note 1: This is the easiest path to using bombs as a non alchemist. You can do it without free archetype but your proficiency remains at a non-fighter martial's due to singular expertise. As such, except for things like a precision ranger or raging thrower barbarian that get to add significant static damage, this is the damage curve most martials will have with the bandolier.
Build 2 - Fighter MC Alchemist MC (DEX scaling proficiency archetype) MC Demolitionist - Needs Free archetype - L1 - Fighter - Point Blank Shot (+2 damage on ranged weapons, not built in until L14 from stance savant)
- L2 - Alchemist - Dedication (for calculated splash/Quick Bomber)
- L4 - Alchemist - Quick Bomber (to pull and throw bombs as 1 action)
- L6 - Alchemist - Expert Alchemy (get moderate bombs)
- L6 - Scaling Proficiency Archetype - Dedication (archer, aldori duelist, etc.)
- L8 - Alchemist - Calculated Splash (swap splash for int modifier - assume 14 at L1 scaling to 18 by L10)
- L8 - Scaling Proficiency Archetype - Feat 2
- L10 - Scaling Proficiency Archetype - Feat 3
- L12 - Demolitionist - Dedication
- L12 - Demolitionist - Expanded Splash (adds int mod to splash damage instead of replacing it)
- L14 - Alchemist - Master Alchemy (get greater bombs at L16)
Note 2: This build can only work with free archetype. It relies on you picking bombs as your 'fighter proficiency weapon' and sucks up most of your feats to get another weapon group to scale at the same level and get into the demolitionist archetype for expanded splash at L12. With free archetype it can come online at L6 by jumping into archer or aldori duelist to get a second DEX based scaling weapon at max proficiency. Otherwise it can come online at L13 with the dwarf/ancestry scaling proficiency feats with less pain. This is basically a L6 start or L13 start one shot build to be honest.
Build 3 - Alchemist - L1 - Quick Bomber
- L4 - Calculated Splash
- L8 - Sticky Bombs
- L10 - Expanded Splash
Note 3: Standard bomber alchemist. Only included feats that increase damage. Obviously debilitating bombs or the new skunk bombs or other similair quick alchemy options are really only available to the alchemist vs. the other builds.
Build 4 - Barbarian (Dragon) MC Alchemist MC Demolitionist - L1 - Barbarian - Raging Thrower
- L2 - Alchemist - Dedication (for calculated splash/Quick Bomber)
- L4 - Alchemist - Quick Bomber (to pull and throw bombs as 1 action)
- L6 - Alchemist - Expert Alchemy (get moderate bombs)
- L8 - Alchemist - Calculated Splash (swap splash for int modifier - assume 14 at L1 scaling to 18 by L10)
- L10 - Demolitionist - Dedication
- L12 - Demolitionist - Expanded Splash (adds int mod to splash damage instead of replacing it)
- L14 - Alchemist - Master Alchemy (get greater bombs at L16)
Note 4: Raging thrower adds rage damage to your thrown weapons (i.e., see splash trait as bombs are thrown weapons). Since we aren't trying to save a +2 like the fighter build, just strap an aldoi dueling sword or rapier (i.e., finesse but not agile so you don't lose rage damage) weapon in one hand and live your best pirate bomber fantasy. While this one punches above the alchemist a bit, its giveing up lots of DPR vs. a typical two hander. Personally as a GM I'd reward a DEX, one handed, hyper intelligent barbarian build for being counter culture. submitted by
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2023.01.28 06:24 Fantastic_Hand_274 Which build would you play?
For those perhaps reading my many earlier posts, I've been trying to settle on the best build for my upcoming Dungeon of the Mad Mage campaign taking us to level 20. This community has been equal parts patient and helpful as I go through my bout of epic indecisiveness.
But lo and behold, I've FINALLY settled on two options... so to help bring my sad tale of aimlessness to an unceremonious close before the campaign ramps up tomorrow...
WHICH WOULD YOU PLAY? CONTEXT - The party consists of a Padlock, Moon Druid, Glamour Bard, and Death Cleric.
- With that lineup, I wanted to play a more mobile striker who could offer melee frontline support and out of combat scouting. While I'm not necessarily looking for the "optimized" build, I would at least like it to be a competitive DPR against baseline across all tiers of play (knowing a MC could leave some awkward, dead levels at some point, but hopefully kept to a minimum).
SUMMARY (COMMON ACROSS BUILDS) - Custom Lineage (for Darkvision at level 1)
- Starting Stats (after racial bonuses): STR: 13 / DEX: 19 / CON: 14 / INT: 13 / WIS: 15 / CHA: 11
- Feats: Sharpshooter (1st), Fighting Initiate - Archery (11th), Mobile (12th)
- Fighting Style: Thrown Weapon
Option 1: Bandolier Battlemonk (Kensei / Battlemaster (16/4)) - Background: A grizzled Disciple of the Yellow Rose, who seeks discipline of both mind and body through strenuous training. Mastered fighting techniques that push one beyond the boundaries of normal mortals.
- Summary: Dart throwing Nova damage Monk that uses Sharpshooter, Archery, and Thrown Weapon fighting as main combat technique, but supported by a massive Warhammer. Powered by Battlemaster Maneuvers (Quick Toss, Precision Strike), and Ki (Deft Strike, Ki-Fueled Attack) to ramp up DPR with Short Rest refreshed resources.
- Pos: - Two resource pools, both on SR, allow me to keep up the damage buffs & throw as many darts as possible (with Quick Toss and Ki Fueled Attack) - Action Surge: Great Nova potential Con: - Maneuvers and Ki, while both on SR are also largely redundant - Not really taking advantage of the dungeon setting with the build.
Option 2: Shinobi (Kensei / Gloomstalker (16/4)) - Background: Stealthy stalker that preys upon enemies from the shadows.
- Summary: Dart throwing Monk (but first a more traditional longbowman until level 8). Supported by Katana (Longsword), but still leverages Sharpshooter, Archery, and Thrown Weapon fighting as main combat technique. Strikes first and strikes hard.
- Pos: - Invisibility in Darkness, which feels tailor-made for DoMM - High Initiative - As long as can remain in darkness, Nova damage is largely resource free at the start of each fight. - Simple Spells (Absorb Elements, Goodberry, Zephyr Strike/Hunters Mark) Con: - Will need to manage Ki more sparingly - Lags a bit behind in DPR to Option 1 because Ranger fighting style delayed one level vs. fighter (which is a big deal because won't get second MC level until level 8 with this build). - Nova damage not as good vs. Action Surge
Shared Progression: L1 (Ranger or Fighter 1) > L2-L7 (Monk 6) > L8-L9 (Ranger or Fighter 3) > L10-L11 (Monk 8) > L12 (Ranger or Fighter 4) > Monk L13-L20 (Monk 16)
Again, many may think I'm debating minutia. However, I believe these builds, even built largely the same, will play very differently. Which would you play? Or would "None of the Above" be your call (and why?). Please note DM House rules are that I can only MC into ONE other class, so no Monk/Assassin/FighteWarlock type builds).
Thanks.
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2022.12.17 06:35 Mooziechan 54.38% of Today’s Volume
2022.11.10 10:20 Teban54 [Analysis] Guzzlord Solo Guide
TL;DR
Generally safe, but small chance to get unlucky if Guzzlord has Sludge Bomb (1/8 failure rate against SB, 3.3% in random raid):
- 6*L40 regular Gardevoir
- (6*L40 Togekiss is similar, but even less consistent against Sludge Bomb)
- 6*L35 Shadow Granbull
Almost always safe (<5% failure rate against SB, <1.3% in random raid):
- 6*L30 Shadow Gardevoir
- 1*L40 Shadow Gardevoir + 5*L40 regular Gardevoir
- 1*L50 Gardevoir + 5*L40 Gardevoir
- 1*L40 Shadow + 1*L50 + 4*L35 Gardevoir
- 6*L40 Shadow Granbull
- 6*L30 Gardevoir in CLOUDY weather only
If you only care about non-Sludge Bomb movesets, 6*L35 regular Gardevoir can still be a bit risky if Guzzlord has dark-type charged moves. 6*L35 regular Togekiss can consistently win.
Dodging? Only dodge Sludge Bomb if you're using (shadow/regular) Gardevoir. Nothing more.
Don't want to invest? Just get another player. EASY duo using any fighting, dragon and ice types, or basically anything you have.
Keep reading for:
- How L30 shadow is often cheaper - and better - than L40 non-shadow
- Guzzlord as a dark attacker
- What makes Guzzlord soloable
- Why you can't really avoid Sludge Bomb raids
- Why other fairy attackers at L40 are not enough against Sludge Bomb
- Plans for upcoming articles (Ursaluna, Shadow Mewtwo, and more!)
Introduction
Guzzlord has entered raids since Tuesday, November 8, and will stay as the T5/UB Tier raid boss until
Wednesday, November 23, at 10am local time.
In case you missed the memo: Yes,
Guzzlord is a T5 raid boss that can be soloed using fairy attackers - and it's actually fairly manageable! There have already been several Guzzlord raid guides and solo videos floating around, such as
this one from Ryan. However, that post only uses theoretical metrics and thus doesn't consider Sludge Bomb; it also doesn't consider different attacker levels.
In this article, I take on a slightly different direction with the help of Pokebattler simulations:
What's the minimal team, and Pokemon level, for you to solo Guzzlord? Especially against its toughest moveset, Sludge Bomb? - To be clear, my post aims at everyday raiding, not challenge raiding. This is not a guide for you to do a "Unique 6", "1v1" or "under XXX seconds" challenge. Rather, I want you to be able to walk into a random Guzzlord raid on the map and have a reasonable chance at winning it by yourself, without even knowing what moves it has.
- This article also focuses on consistency (mainly Sludge Bomb), instead of average Time to Win.
I was swamped with IRL stuff until about 5 hours ago, which is how long it took me to write this post. So it's a quick analysis, not a full fairy-type analysis that I hoped it could be. Hope you'll still enjoy it! Is Guzzlord relevant as a raid attacker?
Surprisingly, mayyyyyybe. As a dark type,
Guzzlord is slightly better than Tyranitar - which means it's
way behind Brutal Swing Hydreigon.
This might be of no relevance to you, and is almost certainly not worth rare candies. But it's still impressive that Guzzlord does it with an absymal 188 base attack, compared to Tyranitar's 251! This is entirely because Guzzlord got the most optimal dark-type PvE moveset (Snarl/Brutal Swing), while Tyranitar is stuck with Bite/Crunch, close to the worst case.
Guzzlord's (relative) lack of relevance doesn't mean it's just a dex filler, though. Its defensive stats and an excellent PvP moveset allows it to be
very relevant in PvP Great and Ultra Leagues, currently ranked #14 in both on
PvPoke. I know a huge chunk of my audience don't care about PvP, but in case you do, you'll have a reason to do those Guzzlord raids! And maybe even solo them...
Why is Guzzlord soloable?
While Guzzlord does have defensive stats, its bulk comes almost entirely from a monstrous 440 base HP stat. On the other hand, its base defense is very low: 99.
This makes life
very easy for us when it's a raid boss! Each raid tier always has a fixed HP (15000 for T5 raids), regardless of the Pokemon's own HP stat, so a raid's difficulty is determined primarily by its defense. If you have done a Chansey raid before (another Pokemon with massive bulk that's entirely from HP), you probably noticed how surprisingly easy it was - and this is why.
Furthermore, Guzzlord has a double weakness to fairy, meaning it takes 2.56x damage from fairy attacks. This is significant compared to most raid bosses that do not have a double weakness, which only take 1.6x damage from their counters. Other well-known raid bosses that have double weaknesses include: Rayquaza, Moltres, Ho-Oh, Landorus, Heatran, Genesect, Virizion, etc. Most of them are easy duos if you use the right counters, and some can be soloed too.
The combination of both factors gives us another soloable T5 boss. And unlike the Genesect solo, you don't need megas or XLs. You might not even need too many shadows!
Brief note on "predicting" boss movesets
You may ask, "Why can't I tell which Guzzlord raids have Sludge Bomb and just avoid them?"
Once upon a time, when the recommended battle parties were still trash, this was easily doable. The old recommendation algorithm focuses on survival, so if Guzzlord had Sludge Bomb, expect to see "counters" that resist poison, like Metagross and... Aggron.
However, that's no longer the case. Now the algorithm prioritizes your own damage, even if your counters will take super effective damage from the boss. You'll still see Gardevoir more often than not, even if Guzzlord has Sludge Bomb.
Of course, there are other reasons why you may not be able to avoid Sludge Bomb... For example, if it's the only raid around you.
Shadow Gardevoir
At the moment, Shadow Gardevoir is the best fairy-type attacker in game, and therefore naturally
the best Guzzlord counter. Being a Psychic/Fairy type, it does have the drawback of taking neutral damage from Guzzlord's dark-type moves (Snarl, Crunch and Brutal Swing), but Shadow Gardevoir's raw power in DPS is so much ahead of others that it doesn't matter.
In the table below, I present the Pokebattler simulation results of
a team of 6 Shadow Gardevoir against different Guzzlord movesets:
- Random: This is what will happen on average, without knowing Guzzlord's moveset.
- Snarl/Sludge Bomb (S/SB): This is the worst-case scenario. Dragon Tail/Sludge Bomb is very close, so I omitted it.
- Snarl/Brutal Swing (S/BS): This is the toughest non-Sludge Bomb moveset. This is true even for non-Gardevoir attackers, but is particularly relevant for (Shadow) Gardevoir.
For each case, I report 3 values:
Time to Win (out of 300 seconds, the smaller the better,
does consider relobby),
Win rate, and
# of deaths. If TTW>295, you lose on average. If # deaths>=6, you will need to relobby once; >=12, relobby twice, etc. I assume each relobby takes 15 seconds to revive all your Pokemon and enter again.
Guzzlord moveset | Random | S/SB | S/BS |
L30 S-Gardevoir | 251.2s | 274.0s | 261.7s |
(Win %) | 100% | 96.0% | 100% |
(# deaths) | 10 | 15 | 11 |
L35 S-Gardevoir | 239.1s | 263.3s | 242.2s |
(Win %) | 100% | 100% | 100% |
(# deaths) | 9 | 14 | 10 |
L40 S-Gardevoir | 229.3s | 254.5s | 229.3s |
(Win %) | 100% | 100% | 100% |
(# deaths) | 8 | 14 | 9 |
A team of six Level 30 Shadow Gardevoir is already almost guaranteed to solo Guzzlord! There's a very tiny chance of failing - 4% if you roll Sludge Bomb, or 1% for a random raid - but it really doesn't matter in practice. Be prepared to relobby twice, but you'll still beat it, and on average with ~26 seconds to spare.
If you do want to be 100% sure though,
at Level 35, six Shadow Gardevoir can guarantee a solo with 100% success rate. Level 40 obviously makes things easier, but you don't necessarily need it.
- Powering up six Shadow Gardevoir from L8 to L30 costs 817,920 stardust. L35 costs 1,264,320, while L40 costs 1,897,920.
Shadow Granbull
Shadow Granbull is the 2nd best fairy attacker, only behind Shadow Gardevoir. So while people may build one Shadow Granbull - especially if you nagged a good IV Shadow Snubbull - much fewer people will want to build six, given the high stardust cost.
Regardless, the following table assumes you use 6 Shadow Granbull:
Guzzlord moveset | Random | S/SB | S/BS |
L30 S-Granbull | 267.4s | 292.4s | 257.9s |
(Win %) | 90.5% | 70.5% | 100% |
(# deaths) | 10 | 16 | 9 |
L35 S-Granbull | 252.5s | 280.6s | 249.9s |
(Win %) | 97.0% | 89.5% | 100% |
(# deaths) | 9 | 15 | 8 |
L40 S-Granbull | 241.9s | 269.1s | 237.5s |
(Win %) | 100% | 98.0% | 100% |
(# deaths) | 8 | 14 | 7 |
L45 S-Granbull | 235.4s | 262.3s | 232.3s |
(Win %) | 100% | 100% | 100% |
(# deaths) | 7 | 14 | 6 |
Compared to Gardevoir, Granbull has both lower DPS and less bulk. So while it dies less often to Brutal Swing (and Crunch) thanks to resisting these attacks, its performance is a minor (12-15s) downgrade from Shadow Gardevoir across the board. Even more notably,
Shadow Granbull can no longer be consistent against Sludge Bomb sets at Level 30 - you win majority of the time, but
there's a ~1/3 chance you will fail if you do get Sludge Bomb.
Powering up a bit will help with that.
Level 35 is usually enough, as it reduces the failure rate to 10.5% when facing Sludge Bomb, or 2.6% for a random raid. At
Level 40, Shadow Granbull is essentially consistent (2% failure against SB), while Level 45 guarantees success.
It's still a great option! Especially compared to the non-shadows we'll see...
Regular Gardevoir
Non-shadow Gardevoir is about 16% worse than an equally leveled shadow. (The shadow boost has 20% more attack, but the lower defense reduces the gap a bit.) As a result, a
L40 non-shadow Gardevoir is worse than a L30 Shadow Gardevoir. But six of them are still enough most of the time:
Guzzlord moveset | Random | S/SB | S/BS |
L30 Gardevoir | 290.0s | 335.2s | 300.1s |
(Win %) | 53.5% | 0.0% | 39.5% |
(# deaths) | 10 | 16 | 11 |
L35 Gardevoir | 278.5s | 303.6s | 288.5s |
(Win %) | 80.0% | 32.0% | 77.5% |
(# deaths) | 9 | 14 | 11 |
L40 Gardevoir | 265.6s | 289.0s | 266.2s |
(Win %) | 97.0% | 86.5% | 100% |
(# deaths) | 8 | 13 | 9 |
L45 Gardevoir | 253.7s | 266.7s | 259.0s |
(Win %) | 100% | 100% | 100% |
(# deaths) | 7 | 11 | 8 |
L50 Gardevoir | 245.2s | 255.5s | 251.5s |
(Win %) | 100% | 100% | 100% |
(# deaths) | 6 | 10 | 7 |
SIX L40 Gardevoir is generally enough to solo Guzzlord, with
13.5% failure rate (~1/8) against Sludge Bomb, or 3.3% in a random raid. Yes, you need six, and unfortunately you will need to relobby as long as Guzzlord doesn't have Dragon Claw, but you still have enough time except the very unlucky cases.
If you want to be more consistent,
6 L45 Gardevoir guarantees success.
I wouldn't recommend using six L35 Gardevoir though, much less L30. At L35, you're no longer consistent against even the non-Sludge Bomb movesets, such as Snarl/Brutal Swing. At L30, you'll probably fail, and you
will fail Sludge Bomb even if you're lucky.
- Powering up six non-lucky Gardevoir from L30 to L40 costs 900,000 stardust. If you start from L20 instead, it costs 1,350,000.
- In case you want to scroll up and compare... That's more expensive than L30 Shadow Gardevoir, which performs even better than L40 non-shadow! It's only more economical if you start with a weather boosted or lucky Gardevoir.
Togekiss
While Togekiss has slightly lower DPS than Gardevoir, it has enough bulk to make up for it, and also has a more favorable typing due to resisting dark. In some tier lists, you see Togekiss being ranked above Gardevoir for this reason. But in this case, maybe not:
Guzzlord moveset | Random | S/SB | S/BS |
L30 Togekiss | 294.2s | 315.2s | 297.9s |
(Win %) | 64.0% | 9.0% | 55.0% |
(# deaths) | 6 | 11 | 6 |
L35 Togekiss | 277.5s | 299.2s | 279.4s |
(Win %) | 88.5% | 47.0% | 100% |
(# deaths) | 6 | 11 | 5 |
L40 Togekiss | 265.6s | 290.1s | 261.5s |
(Win %) | 93.0% | 70.0% | 100% |
(# deaths) | 5 | 11 | 4 |
L45 Togekiss | 254.2s | 275.0s | 249.3s |
(Win %) | 100% | 94.5% | 100% |
(# deaths) | 5 | 10 | 4 |
L50 Togekiss | 244.3s | 259.9s | 240.2s |
(Win %) | 100% | 100% | 100% |
(# deaths) | 4 | 8 | 4 |
In the Guzzlord solo,
Togekiss's performance is virtually the same as Gardevoir's, but
a hair less consistent. Therefore, most conclusions for Gardevoir still apply here:
- Six L40 Togekiss is generally enough to solo, with 30% failure rate (~1/3) against Sludge Bomb, or 7.5% in a random raid. This is a slightly worse failure rate than six L40 Gardevoir.
- Six L45 Togekiss virtually guarantees success, while six L50 Togekiss guarantees it.
- Six L35 Togekiss struggle against Sludge Bomb but can still solo other movesets. Do not try 6 L30.
If you want to dig deeper:
- The advantage of Togekiss is that it avoids a relobby in most cases: it only needs to do so once agaisnt Sludge Bomb movesets, while Gardevoir needs to relobby once against Brutal Swing/Crunch and possibly twice against Sludge Bomb.
- However, Togekiss's lower damage output means its average TTW is virtually the same as Gardevoir's against random movesets (even thuogh it's all around better against Brutal Swing and Crunch).
- What's more detrimental is that Togekiss is even less reliable against Sludge Bomb than Gardevoir, especially at L40+. At L30-35 it does better, but those are not advisable anyway.
Dodging?
Assuming you use the "realistic dodging" option on Pokebattler:
Dodging does often prevent a second relobby for Gardevoir (shadow or regular) against Sludge Bomb, but it rarely changes the TTW significantly, nor does it change the number of relobbies in other cases. At levels 30-40:
- Dodging Sludge Bomb cuts (shadow/regular) Gardevoir's deaths from 13-16 to 9-11.
- Dodging Brutal Swing cuts Gardevoir's deaths from 9-11 to 6-8.
- Dodging Sludge Bomb cuts Togekiss's deaths from 11 to 7-8.
- Against Sludge Bomb, dodging has no significant changes on Gardevoir's TTW, regular or shadow. Sometimes better, sometimes worse. (Except L30 regular Gardevoir, which shouldn't be used anyway.)
- Against all other charged moves, dodging generally makes your TTW worse. Yes, that includes Brutal Swing.
For an overall strategy,
I would only dodge Sludge Bomb if you're using Gardevoir (shadow or regular). Nothing more. This also means
you do need SIX fairy counters (especially Gardevoir), even if you dodge. The only case where you don't need that many is if Guzzlord has Dragon Claw, or if you're running Togekisses and are very sure that Guzzlord doesn't have Sludge Bomb.
Mixed Teams
So far, we've only discussed six of the same Pokemon at the same level. In the age of shadows and XLs, very often that's not how people invest, though. Here, I consider some common alternatives that still allow a high success rate (<5% chance of failure even if you roll Sludge Bomb).
[L40 Shadow Gardevoir(s) + L40 Regular Gardevoirs] What if you only have one Shadow Gardevoir with good IVs? Or only want to bring one shadow to Level 40? Fear not...
Guzzlord moveset | Random | S/SB | S/BS |
1L40 Shadow + 5L40 Regular | 257.4s | 280.6s | 257.9s |
(Win %) | 100% | 98.5% | 100% |
(# deaths) | 8 | 12 | 9 |
2L40 Shadow + 4L40 Regular | 249.8s | 274.5s | 249.9s |
(Win %) | 100% | 98.0% | 100% |
(# deaths) | 8 | 13 | 9 |
3L40 Shadow + 3L40 Regular | 242.6s | 268.5s | 243.0s |
(Win %) | 100% | 100% | 100% |
(# deaths) | 8 | 13 | 9 |
Having ONE L40 Shadow Gardevoir on your team, followed by 5 L40 regular Gardevoirs, is already enough to virtually guarantee a solo! There's only a 1.5% failure rate against Sludge Bomb, which is like nothing.
If you want to play it safe, get 2 or 3 L40 shadows. On average, each additional shadow makes you beat the raid ~7 seconds faster. This is most significant against Sludge Bomb sets, giving you a bit more wiggle room.
[When a L50 regular Gardevoir is in play] Gardevoir does have a mega evolution in the future, so some players will want to prepare for a L50 mega, while keeping the other Gardevoirs at L40 or even lower.
I found two configurations that can almost always beat the raid:
- One L50 regular + 5 L40 regular;
- One L40 shadow, one L50 regular, and 4 L35 regular. (L35 may be weather boosted catches, for example.)
Guzzlord moveset | Random | S/SB | S/BS |
L50 + 5*L40 | 259.9s | 278.9s | 261.4s |
(Win %) | 100% | 98.5% | 100% |
(# deaths) | 7 | 12 | 8 |
L40 Shadow + L50 + 4*L35 | 259.8s | 283.3s | 264.5s |
(Win %) | 97.5% | 95% | 100% |
(# deaths) | 8 | 13 | 9 |
Other fairy attackers?
The fairy types further down the list - against Guzzlord specifically - are Zacian, Primarina, Granbull and Sylveon in this order. Unfortunately, even at Level 40, they still typically lose to Sludge Bomb sets or are at least very unreliable, even though they handle other movesets with ease (except Sylveon). Running 6 of them is not recommended, but they can be used to fill the last spot in your team at Level 40.
- Note: Zacian with Quick Attack/Play Rough sometimes appear on top of Gardevoir and Togekiss in generic tier lists, because against targets single weak to fairy (e.g. Giratina, Darkrai, Terrakion), Zacian does perform slightly better. However, against Guzzlord, Zacian misses out on the 2.56x effective damage from fast moves.
Cloudy weather boost
If you have cloudy weather, the solo becomes trivial. Even
six L30 Gardevoir only has a 2% failure rate against Sludge Bomb, with an average TTW of 246.3s, basically like L50 non-boosted Gardevoir or L30-35 Shadow Gardevoir. Any other counters mentioned above will probably also be viable.
Non-fairy counters?
In addition to being double weak to fairy, Guzzlord is also (single) weak to Bug, Dragon, Fighting and Ice. Unfortunately, none of these attackers are enough to reliably solo Guzzlord at L40 without weather boost. Even Shadow Salamence, the strongest attacker of these four types, only has an estimator 1.03 against random movesets.
One other player?
But if you do get another player to help you, now
duoing Guzzlord becomes trivial!
To give you an idea of how easy it is, you and your fellow raider can comfortably duo Guzzlord using six of the following, without any friendship bonus:
- Dragon: Level 30 Alolan Exeggutor, Guzzlord and Druddigon
- Fighting: Level 30 Bewear, Pangoro and Sawk
- Ice: Level 30 Auroros, Vanilluxe and Piloswine
- Bug: Level 30 Accelgor, Durant and Golisopod
None of these are good raid attackers, so please don't start investing in them. But the point is clear: ANY attacker of the types above that you have heard of - anything you've built - should be enough for a duo.
And if you're inviting 5 other players... Just use whatever lol.
Conclusion, Remarks & What to expect soon
Not all players will want to invest in a fairy team to solo Guzzlord, especially given how easy of a duo it is. But if you've been looking for an excuse to build a fairy team, this is the time! Fortunately, you don't have to put together an expensive 6*L40 Shadow team either - many options will give you a sufficient team. You DO really want SIX fairies, though.
If you're concerned about how useful fairy types are outside of Guzzlord raids: Shadow Gardevoir in particular may be better than you thought!
In dragon raids (that are actually weak to fairy),
L40 Shadow Gardevoir can be quite competitive with L40 non-shadow dragons on average.
- Against Palkia, Shadow Gardevoir performs very similarly to Rayquaza on average - because you don't have to worry about getting one-shot by Draco Meteor!
- This also applies to several other dragon-type bosses, like Lati@s and Zekrom. When the bosses don't have dragon moves, Shadow Gardevoir typically falls behind the dragons; but against dragon moves, it really shines.
- Cloudy weather is also more common than windy in many places.
Also don't forget that Hoopa Unbound is coming to Elite Raids again this upcoming Sunday, and it only has two weaknesses: 2x to bug, and 1x to fairy. While fairies are not as useful as bugs here, they will still outdamage all other attackers you have. Had trouble taking down Hoopa last time? Hmm, maybe...
Moving on from Guzzlord, here are some short-term analyses projects coming up next:
- Ursaluna (and Shadow Golurk). Despite the moveset that killed the hype, I'll still do a complete ground-type analysis, including what Ursaluna would be if it does get a ground-type fast move (depending on its move pool in Scarlet/Violet).
- In case I don't get to it before CD: Not relevant now, but evolve them (including shadows) to get High Horsepower so that you can Fast TM them (or Elite Fast TM them) just in case it does get a ground fast move in the future.
- Shadow Mewtwo, Super Rocket Radars, and ALL future shadow legendaries. I want to address the questions "SHOULD I get multiple Shadow Mewtwo?" and "what should I use my saved Super Rocket Radars on?". Yes, this will include a look at every shadow legendary you're thinking of. Kyogre, Rayquaza, Zekrom, Kartana, you name it.
- A more complete fairy-type analysis that's more in line with my traditional style, with plots, level comparisons, future attackers, etc.
- Future fire and dark/ghost attackers. I haven't forgotten it yet, just that it takes time to get to it.
- Nihilego and poison-type analysis, since it's coming back later this month.
Wait, this took 5 hours to write? I was aiming for a quick one lol. Hope it was worth it! submitted by
Teban54 to
TheSilphRoad [link] [comments]
2022.08.06 00:35 Eylorien "Stop hitting yourself" - Sai Monk build
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Summary: The build revolves around three things:
Survivability; Attack of Opportunity; Multiple Attacks. It requires a lot of feat investment such as "
Shatter Defenses"; "
Crane Riposte"; "
Combat Reflexes", so it's not going to shine early on! In the mean time you'll need at least one companion with the "
Outflank" feat, if you manage to get to level 19 somehow, then"
Precise Strike" as well. You're able to do unfair difficulty, but as i mentioned before early on, you'll struggle and i mean by a lot (Swap out"
Accomplished Sneak Attacker" with "
Combat Expertise")! What i love, about this build is the progression! It's slowly builds itself up and the feats synergies well with each other, especially with my modification! What i mean, about that is you don't take Vivisectionist at lvl 6, because you'll lose on "
Crane Wing", which is the prequisite of "
Crane Riposte". "
Crane Wing" requires monk level 5 and base attack bonus of 5. At level 13 the build starting to shine, because of all that!
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Build in short: - Traditional Monk LvL 11
- Knifemaster LvL 4
- Vivisectionist LvL 5
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Ability Scores: Version #1 "Mr. Min-Max": - STR: 7
- DEX: 20 (+4)
- CON: 10
- INT: 13
- WIS: 19 (+1)
- CHA: 7
Version #2 "Sir. Jack of all trades": - STR: 7
- DEX:19 (+5)
- CON: 12
- INT: 12
- WIS: 18
- CHA: 12
Version #3 " The C(o)unt in-between": - STR: 7
- DEX: 19 (+5)
- CON: 14
- INT: 13
- WIS: 18
- CHA: 8
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Aligment: ---------------------------------------------------------------------------------------------------------------------
Explanation: - TM: Traditional Monk
- KM: Knifemaster
- VVS: Vivisectionist
- SS: Sword Saint (optional)
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Build: - LvL 1: 1st TM : Feat: Two-Weapon Fighting / Monk Feat: Crane Style
- LvL 2: 1st KM
- LvL 3: 2nd KM : Feat: Accomplished Sneak Attacker / Rogue Talent: Weapon Focus: Sai
- LvL 4: 3rd KM
- LvL 5: 4th KM : Feat: Outflank / Rogue Talent: Dazzling Display
- LvL 6: 2nd TM : Monk Feat: Dodge
- LvL 7: 3rd TM : Feat: Improved Two-Weapon Fighting
- LvL 8: 4th TM
- LvL 9: 5th TM : Feat: Shatter Defenses / Style Strike: Defensive Spin
- LvL 10: 1st VVS
- LvL 11: 2nd VVS: Feat: Crane Wing (or Wings) / Medical Discovery: Crane Riposte (Crane Wing, if you've picked Wings as a feat)
- LvL 12: 6th TM : Monk Feat: Combat Reflexes
- LvL 13: 7th TM : Feat: Greater Two-Weapon Fighting
- LvL 14: 8th TM
- LvL 15: 9th TM : Racial Feat: Wings / Style Strike: Leg Sweep
- LvL 16: 10th TM: Monk Feat: Blind Fight
- LvL 17: 11th TM: Feat: Precise Strike
- LvL 18: 3rd VVS
- LvL 19: 4th VVS : Feat: Seize the Moment / Medical Discovery: Double Slice (or Shake It Off or Hammer the Gap)
- LvL 20 5th VVS
- LvL 20 (Optional: 12th TM: [Ki Power: Diamond Soul (+ 22 spell resistance) + Iron Will (2 Will vs saving throws)]
- LvL20 (Optional): 12th SS: [Uncanny Defense (+1 AC) + Weapon Focus: Sai (+1 AB)]
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Skill Priority: - Mobility capstone: 3
- Use Magic Device capstone 19
- Trickery
- Mobility
- Stealth
- Perception
- Lore Religion (or choosen skill)
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Spell Priority: - Barkskin
- Shield
- Cat's Grace
- Reduce Person
- Expeditious Retreat
- Enlarge Person
- Cure Light Wounds
- True Strike
- Stone Fist
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submitted by
Eylorien to
Pathfinder_Kingmaker [link] [comments]
2022.03.22 23:46 MassiveBeard STR Allocation
Started a new wretch (all starting stats at 10) to try a STR only pay through. I’ve done it once on a hybrid so I figured why not.
Wanted to ask if there are guides on what allocation a recommended allocation should look like at early/mid game? Should I change this strategy toward end game?
Was thinking something like for every ten levels put: +5 VIG, +3 STR and +2 END
Is that too much for END? Should I put: +5 VIG, +4 STR and +1 END?
Appreciate the feedback. Obviously I’ll make adjustments weapon requirements. For example, for the claymore I needed to throw 3 into DEX.
L20: * STR: 16 * VIG: 20 * END: 14
L30: * STR: 19 * VIG: 25 * END: 16
L40: * STR: 22 * VIG: 30 * END: 18
L50: * STR: 25 * VIG: 35 * END: 20
submitted by
MassiveBeard to
Eldenring [link] [comments]
2021.09.14 20:25 FieserMoep Warrior of Heaven (Temp Full BaB / Divine CL30 merged Spellbook / Buffer / Martial Frontline)
Hi, this is a build I came up with that may or may not have some similarities to other builds. It came up in a few discussions and people asked for it and instead of permalinking some poorly formated comment I decided to to it properly. Maybe it may help you.
Highlights:
- Full BaB for 10 Rounds per Day
- CL30 merged Spellbook
- Improved Weapon Focus
- 24h Divine Buffs (Even for the Party)
- Pounce
- Shield bashing
- Armor Training for good Heavy Armor Tanking
- Good Damage
- Perfect Action Economy
- Plentiful Item Support
Class:
Oracle - Purifier gives us all we want. We trade Revelations (We would not miss most of them anyway) for Heavy Armor Proficiency and most importantly Armor Training. That way we can AC Tank in Heavy armor and make use of our good Dex Score.
Our Mystery will be Battle so we can pick Weapon Mastery which helps us managing our Feats and gets us another Fighter Exclusive: Improved Weapon Focus. We choose Longsword for these feats when prompted.
Race:
We want Aasimar - Angelkin which makes a lot of sense for both thematic reasons and a perfect Stat Spread of +2 Str and +2 Cha.
Background:
Any careful observer will have noticed that we chose to invest our Weapon Master Feat into a Weapon we have no Proficiency for. Noble - Leader will fix that for us. It also fits the overall theme.
Ability Scores:
Now this could become a controversial topic, but stay with me.
Ability | Base | Total |
Strength | 17 | 19 |
Dexterity | 12 | 12 |
Constitution | 12 | 12 |
Intelligence | 8 | 8 |
Wisdom | 10 | 10 |
Charisma | 16 | 18 |
You might wonder "What is going on here?" and that is justified. Strength is obvious. Any increase we get will end up here, hence it is uneven. Charisma is high for we are still a full-caster and on LvL20 it will be added to our Will Save.
The other stats will require itemization input that may spoil you, so take it at your own risk:
We need to hit 20 Dex for all TWF Feats but gladly we can still make use of it due to Armor Training and hopefully some good old Mithril Full Plate. The difficult part is reaching 20 Dex though.
1. Inherent Score increases from Manuals or the Potion do not qualify you for feats at the moment this Guide was written. 2. Big Score Enhancements on Items are quite rare in the release Version of WotR compared to KM. For this reason we plan with 12 Dex and want to get our hands on "Ronneck's Sacrifice" for that Sweet +8 to Dexterity. Sure someone else could benefit more from it but if Inherent Scores get fixed other items will fit in. If you still plan to use "Ronneck's Sacrifice" you might reduce Dex to 10 and put the points elsewhere. Skills:
Pick what you want or need in your composition. You won't have many points and this is not what this build is about.
Feats:
Now we get to the meat of the game. The feats are pretty much straight forward and do not take this list as a perfect solution. Due to the nature of being Dex Starved until you find items to compensate - namely a +4 Belt or else - I will not provide a pick list for each level. I admit this is a real weakness of the build but for this inconvenience it will become an awesome late bloomer. Always keep in mind that due to the nature of being a merged divine-angel full-caster you always stay relevant. The early levels are just more buffing and less face-tanking with a ton of attacks at your disposal. Have your other party members compensate for that. In the endgame you will provide them with incredible force multipliers. Just read the feats to understand them, pick them depending on their dependencies and read the tiny notes I add to them, all easy to understand, no complex Mathfinder here.
Feat | Note |
Metamagic (Extend) | 1 SL increase for double the uptime. Essential for turning round/level Spells into 24h Buffs at CL25. Super important. |
Two-Weapon Fighting | This feat chain might give you some headache, but stay strong. |
Improved Two-Weapon Fighting | |
Greater Two-Weapon Fighting | |
Shield Bash | |
Double Slice | |
Shield Master | May be bugged right now since I think it allows you to double-dip on the enhancement bonus for shields that inherently apply it anyway, extremely strong right now, regardless of that still a perquisite for Bashing Finish |
Bashing Finish | |
Dodge | Pretty much an open Feat, you could get Aasimar Wings but I replaced those since the Aasimar Wings glitch with the Angel Wings |
Power Attack | Essential for good Str Damage |
Mythic Abilities
The awesome WotR power creep starts here.
Ability | Note |
Enduring Spells | One of the Cornerstones of this build. Pick early and rush to Greater ES. |
Greater Enduring Spells | |
Favorite Metamagic - Extend | You will only need this after you reach CL25. |
Second Mystery - Ancestor | Get this before you receive your second Revelation at LvL15 |
Last Stand | If something gets horribly wrong this will save your bacon. Gives plenty of time to heal up to full or finish the fight. |
Mythic Feats
Power creep the second.
Feat | Note |
Two-Weapon Fighting (Mythic) | Only get this after your TWF Line is online. |
Power Attack (Mythic) | Good DPR boost. Only pick if you can keep PA online without much thought. |
Improved Critical (Mythic) (Longsword) | A nice novelty, its good but not highest priority. |
Weapon Focus (Mythic) (Longsword) | Thanks to Purifier we get the most out of this. If in doubt, pick. |
Flawless Attacks | If any Feat is optional here, this is it. It helps, a bit, but it is not essential. |
Revelations
First Revelation was picked at CharGen with Weapon Mastery, Second will be from the Ancients list, Spirit of the Warrior. This grants us some enhancements you will pretty much overwrite with gear at some point but most notably it gives us Full BaB for a limited time, meaning ultimately +5 to hit and another attack. The third revelation is more open, I picked Iron-Skin, for the absurd amount of different DRs on the sheet.
Final Revelations
We get both, so the Battle and Ancients Final Revelation. That means:
- Pounce
- Ignore DR on Crit
- +4 Insight AC against enemy Crit confirmation
- Cha Bonus on Will Saves
- 60feet Blindsense
- +4 Divination CL
- One more Foresight per day. Party says thanks.
Angelic Halo
Pick Solar Winds for incredible resistances or Piercing Rays to support your casters. Both IMHO overshadow any other option. Offense or Defense, only matters what you prefer at the moment.
Sword of Heaven
The big Stick of Holy Light, comes in all sorts of flavor. Since this build may be a buffer but essentially is very egoistical we take the self-improvements.
Everlasting flame gets you permanent uptime very early. Follow up with Grand Blessing for the oompf. Then Speed of Light comes online and it will be truly a game changer. Read it, make sure you understand it, use it to its full potential. Then Demon Bane. I get, the Cleave sounds neat but my Party Comp was perfectly fine to kill trash. Our build wants to be an avenging angel, swoop in, target the biggest, meanest guy there is and kill him like it is your job. Literally.
Spells
Now this is where things become really in will not list any spell that exists but those that are noteworthy. Feel free to pick your own favorites as well. Remember, Extend Metamagic becomes free with the favourite so you can also apply it to round/level SL9 spells.
SL | Spell | Bonus (Max) | Note |
9 | Fortress of the Faithfull | +4 Shield AC, +5 Deflection AC, PFA, Displacement, Resistances (Obsl.) | Incredible Party package. |
9 | Foresight | No flat-footed, +2 Insight AC, +2 Insight Ref | Insight Source that is just perfect. |
9 | Winds of Vengeance | Movement, Air Bubble, Ranged Concealment | We are a melee martial, everything that gets us with perfect reliability into combat is great. |
9 | Sun Form | Incorporeal, Swift Action | Being Incorporeal is the cake, a permanent offensive swift action the icing. |
8 | Angelic Aspect, Greater | Overshadowed | An incredible spell that just gets overshadowed by all the other buffs. Just for comparison. |
8 | Avengers Blessing | +6 Luck on Attack and Damage, +1 Full BaB attack, +4 Morale on attack, +4 saves, +4 skills | Insane buff. Utterly insane. Keep in mind: YOU CAN CAST THIS ON OTHERS. It includes Divine Power, a spell normaly reserved for Clerics and PERSONAL so they can compensate their 3/4 BaB. Now this 24h on all attackers of your party. Also Includes Holy Aura which is nice. |
8 | Frightful Aspect | +6 Size on Str, +4 Size on Con, +6 natAC | Better than Legendary Proportions since it requires no Ingredient. Its personal but you can always keep it in your buff rotation without Resource management. |
7 | Circle of Clarity | See stuff | Nice to have |
7 | Sun Marked | 4d6 Holy Damage | Why not. |
7 | Ward against Weakness (Communal) | Immunity to: Fatigue, Exhaustion, Nauseated, Sickened, Disease, Poison, Ability Damage, Ability Drain | You still need Deathward |
6 | Eaglesoul | +2 sacred AC, +4 Sacred Str, Anti Evil Auto-Crit-Confirm | Another incredible Divine buff we just extend to 24h. |
6 | Holy Hymn | +2 Luck to saves | Party says thanks |
6 | Bolt of Justice | Orbital Death Laser | With Speed of Light this is a nice Swift Action. Like really NICE. |
5 | Trueseeing | Sees true | Mandatory for the WotR Campaign |
5 | Sacred Nimbus | PUNISH | Why not. |
5 | Life Bubble | Breathing Air | At some point you mostly slash around, so you can use your low SL for stuff like this. |
5 | Burst of Glory | +1 Sacred to Attack | Tiny bonus but Sacred and permanent, you wont have anything competing with it I guess. |
4 | Shield of Dawn | RETRIBUTION | This also works. |
4 | Deathward | Get rid of drain. | At some point you have the most expendable slots for utility spells like this. |
4 | Crusader's Edge | BANE AGAINST EVIL | Gues who you are fighting in WotR? |
3 | Archon's Aura | Area Attack/AC Aura-Debuff | Nice to have, most likely won't stick. But it can, which is nice. |
3 | Shield of Demonkind | VENGEANCE | You get the idea. We punish people that hit us. |
2 | Effortless Armor | Reduce Check Penalty | Not that important, but you can get it. |
In the end you will have a playstyle that revolves around a giant Angel with Sword and Board rushing into the fray, unleashing 9 attacks that can explode into 15 attacks total. Though very unlikely. You will have a metric ton of rider effects and a kit that just brings everything that exists and can be brought to fight evil. And fighting evil is what we do in this campaign. You can tank, you can hit and most importantly you grant some insane buffs to the party. This makes your Hero the ultimate center piece of your party, not just as a Solo but also as a Support. Never forget that aside of your 9 attack you still have a swift cast up to level 7, that is like a clutch 150HP heal or some Bolt of Justice to assure a kill.
I am not claiming that this build is perfect, but it is a ton of fun for it is a viable Full-Caster Gish that needs not to hide behind any martial and allows you to go on a rapant spree to spread goodness!
Itemization Addendum (Feel free to mention stuff here and where to get it):
SPOILERS!
No Idea if there are enough materials in the game to repair everything Feet: Ronneck's Sacrifice - Find every Shrine in Mintersun, get some Leather, Repair at Storyteller later Longsword: Radiance - Puzzle in Shield Maze, trusty companion, becomes +6 and a Holy Avenger, sometimes a bit behind in Enhancement Bonus but reliable still, also its fits the Theme of the Character perfectly. Google for how to upgrade it. Shield: The Undying Love of the Hopebringer - The Gold-Standard of Shields. Its a dream... use Light Aura, love it. Its behind the Baphomet Fight, next to a stone pillar. Head: Shy Lily's Helmet - Another Artifact to repair. I think it is some Army Battle Reward? Not Sure. Profane Bonus on Strength an AC? Gimme! Cloak: The bound of possibility - Yet another Artifact to Repair, you find the Strap in the Laboratory. Did not use it for it was bugged for me and did nothing. submitted by
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2021.08.09 22:06 Pirate_capitan (Attempted Build) Shield Throwing Captain America
(Caveat- I’m a mobile user, so I’ll try to find some time to link the feats soon and address aesthetic issues) As a new player and avid fan of the Shield Champion Brawler, I wanted to try my hand at a different take on the shield-throwing “Captain Absolam.” I would love feedback on the bits that I’m doing wrong, as I’m only 2wks into 2E.
I started with a Versatile
Human, insert Deity, and
Ranger for the chassis. There’s so many customizing options, so I had to constantly remind myself that of my goal to make a ranged shield thrower with the capacity to switch hit
when necessary and still remaining Captain-like. A companion “Falcon” was heavily considered.
Background-
Guard,
Martial Disciple, and
Warrior all work so long as I get Warfare Lore for the eventual Battle Planner Skill Feat.
Skill/ General Feats- I’m just going to gloss over these after level 6 because there’s just so many options that can work. For the sake of argument, I’ll try to plug something in as I edit this post or by suggestion.
Starting Stats- STR 18, DEX 14, CON 14, WIS 12, CHA 10 to milk the most out of medium armor and throwing. CON for survivability and to “do this all day.” INT not necessary.
Level 1- Ancestry Feat-
Natural Ambition-
Hunted Shot. Versatile Human General Feat-
Shield Block. Ranger Feat-
Gravity Weapon . Hunter’s Edge-
Precision. With this at level and a shield boss/spike, a thrown attack should hit for 2d6+1d8 up to 10ft for a thrown weapon and 20ft without an additional penalty due to Ranger. The sooner you can buy a
Returning rune, the better! Til then, I guess carry extras since you’ll have the strength for it. Then look into
Handwraps .
Edit: Returning rune for the
Shield Boss or
Shield Spikes.
L2-
Bastion Dedication Feat for the Reactive Shield survivability and Captain shenanigans .
Cat Fall or
Titan Wrestler for the same reason. The draw to Bastion is Captain shenanigans and survivability. I went wth Bastion, but I think a better argument could be given for
Weapon Improviser to remove the penalty. I'll try to list alternative feats.
L3- General Feat-
Ancestral Paragon- Natural Ambition-
Monster Hunter for bonuses. Skill Increase- Warfare Lore. After this one, it doesn’t make too much difference what skill’s increased for this build.
L4- Ranger Feat-
Far Shot and Skill Feat-
Battle Planner. More Captain shenanigans and a new thrown distance of 20ft or 40ft as a ranger without additional penalty.
L5- Ancestry Feat-
Clever Improviser to get back to Brawler roots. Stats- STR 19, DEX 16, CON 14, WIS 14, CHA 12. Not sure if higher wisdom is necessary for my focus spells. This is where my naivety shows. As far as I understand, I can only boost each score once, so that's how I guess I'll handle it.
L6- This is where I get torn.
Skirmish Strike (6) adds mobility to your attack and
Hunter’s Aim (2) will help with the improvised thrown weapon penalty until you can get out of Bastion. Skill Feat doesn't particularly matter here, so I'd opt for Cat Fall, Intimidating Glare, Quick Coersion/ Jump/ Squeeze, or Titan Wrestler.
L7- Evasion, Weapon Spec, and a General Feat
L8-
Deadly Aim is a tempting Ranger feat here, but because of the improvised penalty.
Reflexive Shield (8) from Bastion gives survivability.
Improvised Pumme (4) could've also been nice
L9 Ancestry Feat-
Multitalented-
Rogue.
L10- Feat-
Quick Shield from Bastion,
Hunter’s Vision for hidden enemies, or
Penetrating Shot for throwing shenanigans. Or take
Basic Trickery for
Strong Arm the Shield range is 30ft or 60ft for ranger without additional penalty. Stats- STR 20, DEX 14, CON 16, WIS 16, CHA 14.
L12-
Mirror Shield vs
Shield Salvation from Bastion would be the defensive choices. Since I should be ranged I feel Mirror is the better option there. Alternatively,
Distracting Shot vs
Double Prey would be the offensive Options. Distracting damages and benefits the party, whereas Double Prey only benefits me. I think I'd go Distracting for Greater at 16th.
L13- Ancestry Feat- Stubborn
Persistance and
Bounce Back are thematic, but Advanced General
Training doesn't hurt.
L14-
Sense the Unseen wouldn't be necessary if I took the Focus Spell from 10th. Unless there's an affordable magic item or party member to help with invisible foes then this might be necessary. Otherwise,
Targeting Shot is the pick.
L15- Stats- Stats- STR 21, DEX 14, CON 18, WIS 16, CHA 16, INT 12. INT just to get some more skills in her esince WIS doesn't need much more boosting and DEX is capped by armor.
L16- Class Feat-
Greater Distracting Shot if I took the predecessor or
Legendary Monster Hunter, if not.
L17- Ancestry Feat-
Heroic Presence L18-
Impossible Flurry vs
Perfect Shot. Tough sell on both.
L20-
Accurate Flurry vs
Legendary Shot based on the previous choice or Triple Threat if I took Double Prey at 12th.
I would absolutely love constructive criticism or education on PFS rules here because I really want to make something different for a shield throwing build.
Thanks for reading as fas you havee!!
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2021.07.10 16:21 elmarko1980 Pathfinder WOTR - Possible strong Cleric/Crusader built
| So, I've been playing around with the beta & in particular looking at the spell extend & greater spell extending mythic talents. Combined with mata-magic extend & a caster level of 25+, all single round buffs seem viable to push to 24 hours. Combined with the new 'impossible domain' mythic talents to allow for greater variation I've come up with a build which seems to work really well. Cleric - Crusader 20 (Reasoning for crusader over baseline cleric : Mostly, to gain access to weapon specialisation, greater weapon focus & greater weapon specialisation - along with a preference for heavy armour) Motherless Teifling - 25points STR : 20 - Dex : 12 - CON : 15 - INT : 5 - WIS : 18 - CHAR : 7 Background skill - either pick one for a 2h weapon of choice, or the one which switches CHAR to WISDOM for persuade skill. I went for Leader for greatsword & Longsword feats, to save a talent point. All levels to Crusader Animal domain start L1 - Power attack L3 - Dazzling dispaly L5 - Boon companion - heavy armour proficency L7 - Cornegon smash L9 - indimidating prowess L10 - Weapon specalisation L11 - Extend spell L13 - improved critical L15 - dreadful carnage - Greater weapon focus L17 - shatter defences L19 - toughness L20 - great weapon specalisation Mythic skills - Angel domain L1 Close to heavens - Impossible domain fire L2 Impossible domain community - Enduring spells L3 - Greater enduring spells - Angel domain L4 - Mythic power attack L6 - Mythic weapon focus L7 - Favourite metamagic - extend L8 - Trickery domain L9 - ascendant fire L10 - mythic weapon specialisation With self buffs @ 24h, this with some mid range rubbish gives you the following all day. 38 - STR - 16 DEX - 19 con - 5 int - 24 WIS - 7 CHAR - 273 hitpoints x5 attacks at 90-119 damage (With a bad 2 handed sword) +42/42/42/37/32 attack bonus 52 armour class - 48 flatfooted - 28 touch - +22 fort +16 reflex + 25 WIL. With level 30 casting ability & all these could be much higher with good gear & some fine tuning. The key is, once a day buffing to make the game easier to play. One example (slightly different build) https://preview.redd.it/k90cktdfffa71.png?width=1638&format=png&auto=webp&s=31d09f2dd1634afb5403423e24aba1a6b8918fce Another example build, but this one has abundant casting (all three tiers) I've made another version, this one with pets & ditching a couple of the weapons feats. Pet is pretty much without gear (+2 Dex belt, +2 mighty fists). https://preview.redd.it/viibnao9jja71.png?width=1582&format=png&auto=webp&s=563d8c6238621c52326fb8d95508c341cca72058 Max damage version, no focus on spells or pet - just 24h self buffs for melle focus. Considering adding transformation for higher BAB submitted by elmarko1980 to Pathfinder_Kingmaker [link] [comments] |
2021.06.21 23:12 humperdoo0 How to melee solo Spawn of Rovagug on Unfair (spoilers for beneath the stolen land)
I made a couple half-assed attempts at Spawn since most fights at this stage in the game had been a cakewalk for me but I got killed pretty quickly, so I thought about it a bit and came up with this plan which worked first try, and I only lost about 20% health. I couldn't find any guide to fighting Spawn (without holy bombs, clerics and whatnot), so I'm posting one.
Make sure you've grabbed all the special quest items and talk to Xelliren, tell him you doubt his intentions for each boss you beat until you convince him and he portals you and him to the Spawn. He will get turned immediately
Now you walk toward the Spawn and wait for the cutscene before prepping, otherwise you lose about a minute as your buffs wear down during cutscenes.
My character is a L20 motherless Tiefling Vivisectionist 16 / Traditional Monk 2 / Aldori Defender 2. The char is built around trips and cleaves but neither is relevant for this battle. Most of my feats don't matter for this fight besides defensive ones, where I have Crane Style and Crane Wing. Initial stats were 18/14/12/13/14/7, bumped up strength +4 and intelligence +1. For skills we just need a few points of UMD, use a UMD ring/gloves to help get to +13 or so which is enough for Mind Blank and the other scrolls needed. Although my build utilizes alchemist specific buffs, the important thing is to stack damage and AC as much as possible for your melee char.
Equipment (what I had right after Rushlight): +8 hat of perfection, +8 belt of physical perfection, Mirrored Belt, Warpainted Skull of Ithica, Amulet of Mighty Fists, Butterfly Wings, Opportunist's Boots, Bracers of Armor +8, Protectors Robe, Absolver's Robe, Fortunate Fencer ring, Ring of Circumstances (set to +wis, +dex, +str, +AC), extend rods, Lapis Lazuli Wyvern, Peridot Wyvern. These aren't necessarily optimal, but best of what I had for this particular fight.
Weapons: Bloodhound (dueling sword), if not specced for dueling sword use Vanquisher, really lot of weapons should work fine. The flail Tyrant would also be pretty good with stacking -1AC. Simple weapon greatclub Bloodthirst (I couldn't use because not evil) would work well, for monk weapons Steelwind sai or tears of blood
Buffs: Barksin, Shield, Resist Energy (Cold), Protection From Energy (Cold), Good Hope (use wand/scroll), Remove Fear (scroll), Mind Blank (scroll), Freedom of Movement, Death Ward, Echolocation, Spell Resistance, Stoneskin, Legendary Proportions, Haste, Greater Invisibility, Transformation, Grand Mutagen (STDEX), Lead Blades (scroll)
With these buffs and equipment this puts you at 70AC before fighting defensively / crane wing, you can probably turn it off if your attack bonus isn't high enough but I left it on.
Not all these buffs are necessary for this fight, but the Spawn will dispel your buffs once a round. I think it's random, maybe by level, so having more buffs is better even if you don't need them. I managed to kill him with only getting one buff dispelled.
Right before starting battle summon the two wyverns, put on the Warpainted Skull of Ithica, and summon the barbarians. Use the mirror belt to get mirror image, switch back to +8 hat / belts.
My initital plan was to to use the Steelwind Sai as you get like 10 or 11 attacks per round and just sneak attack him to death. Stacking -2 STR from crippling strike would kill the Spawn in just 3 rounds this way, but for some reason the STR debuff only applies like once a round vs this boss. I usually use Vanquisher but since the Spawn's health pool is so large, Bloodhound will actually do more damage faster with its +2 damage per hit stacking attack buff. Also considered Tyrant with its stacking -1AC on enemy, but its base damage is pretty meh and it doesn't crit much.
The summoned barbarians and wyverns bought me about four rounds to attack the Spawn at 7 APR before his attention was on me. The last summon died on round 5 I think. By the time they died I was doing about 100 damage per hit. I focused on Spawn and ignored Xelliren because at the time I thought this was how you get the "true ending", but you actually must kill both, then Xelliren wakes back up
The Spawn is so difficult mostly because he debuffs you and if you get hit with his madness effect it's pretty much game over. Also he has insane HP, resistances to almost everything, and his buddy Xelliren hits for about 200 cold damage. Luckily by the time I killed him he had only dispelled one thing I needed (transformation), and I managed to finish the battle without it. You really really need Mind Blank. Also you need to kill him quickly to avoid getting swarmed by the little Spawn guys. They didn't appear in this battle for me.
Hope this helps someone. Possibly hardest fight in the game for a solo char. This strat should work for most melee builds. Basically we just buff to the max, have very high AC / AB, use summons as distractions, then beat him to death before he dispels our protections. Once he's dead Xelliren isn't too much trouble assuming Spawn didn't chew through our buffs.
Wasn't sure which tag to use, picked Gameplay but maybe this is META? Not sure what is meant by that.
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